Professional Documents
Culture Documents
Beggar .......................................................................4
Biker ..........................................................................4
Cannibal .....................................................................5
Crusaders ...................................................................7
Defector .....................................................................8
Gangster .....................................................................9
Hippie ........................................................................9
Homesteader ............................................................ 10
Iconoclad ................................................................. 11
Marauder.................................................................. 12
Mercenary ................................................................ 13
Militant .................................................................... 13
Mystic ...................................................................... 14
Patriot ...................................................................... 15
Prostitute .................................................................. 16
Purist ........................................................................ 16
Redeemer ................................................................. 17
Refugee .................................................................... 18
Slave ........................................................................ 18
Slaver ....................................................................... 19
Trader ...................................................................... 19
Zealot ....................................................................... 20
Attire (<description>)
Status: 200
Mana: 1
Duration: 5 days
Recipient: item (clothing)
Performing Time: 5
Effect: armor without skill
User: character (lifestyle)
Attire grants protective qualities equal to one nonsturdy armor to the front torso clothing of a character
who is dressed in specifically defined clothing that is
appropriate to the characters culture or lifestyle.
Only a character of the lifestyle can benefit from
wearing an attire armor item. This protection will
stack with existing torso armor protection so long as
the attire is worn and the armor is appropriate for the
culture or lifestyle.
Status: 400
Mana: 1
Duration: 1 day
Recipient: location (decorated)
Shield I, Scrap
Skills: shields I
Structure: 4 sturdy
Hands: 1/2
Weight: 5
Mana: 1
Fabrication: shields I, fashioning I
Physical Representation: 50 inches in perimeter,
longest length 15 inches
The scrap shield is a rectangle of study material that
is used to block by holding onto the edge(s) of the
shield. There is no handle on the back of the shield.
Spiritual (<activity>)
Status: 100
Mana: 1
Duration: 5 day
Recipient: character (any)
Performing Time: 10
Effect: grants +5% bonus to spiritquest
These R&Ps grant the recipient a +5% cumulative
bonus to return from a spiritquest if the recipient
becomes a spirit during the duration. The individual
types of this R&P cannot be stacked with itself to
gain a cumulative benefit, but spirit quest bonuses
from different spiritual activities and other skills
granting bonuses will stack with this effect unless
otherwise noted.
Talisman (<type>)
Status: 100
Mana: 1
Duration: 5 day
Recipient: item (<type>)
Performing Time: 10
Effect: delay remote R&P
User: character (performer, participant)
Talisman enhances a small charm to delay unwanted
effects of remote R&Ps for one hour giving the
recipient time to have the effect dispelled. A
talisman will protect the target so long as it is worn or
in a characters immediate possession.
LIFESTYLES
Beggar
Weapon (shank)
The shank is a cutting I knife often made from
scavenged materials.
Biker
Attire (beggar)
Beggars wear tattered and dirty clothing and always
carry a begging cup or bowl which is the iconic
image of a beggar. Begging is a hard, dirty life that is
rough on the clothes and rough on the body. In fact
the more poor, crippled and miserable the beggar
looks the higher he or she will usually score.
Chant (lamentations)
One would think that being a beggar is a life of
misery and woe, and for most beggars the suffering
makes them experts at expressing their misery. If the
beggar performs their lamentations chant as part of a
chant R&P the beggar will receive the restorative
benefits at the conclusion of the performance.
Location (sharing)
The average group of beggars cannot afford to have a
location of their own and this special R&P allows
them to share the location of another lifestyle. This
R&P can only be performed on a location with a
location R&P already in place. The performance does
When the world ended the bikers had all the skills
needed to survive. And when the Black Freeze
melted the bikers rode forth from their club house
and the world rang with the thunder of their
Cannibal
During the Black Freeze when the world was filled
with ice and snow, desperate people turned to
desperate measures and a starving population turned
to cannibalism to survive. Consuming a meal of
human flesh every now and then does not make a
person a cannibal. Food is scarce and people survive
however they can. What makes a person a cannibal is
embracing the lifestyle. Its allowing your clothes to
be bloody. Its operating a butcher shop and
encouraging the eating of human flesh. Its not just
liking the taste, its preferring the taste of human
flesh over other foods that truly makes one a
cannibal.
Attire (biker)
A biker wears heavy boots, a motorcycle jacket, jeans
or leather chaps, and a chain wallet. The most
important part of the biker attire is the club colors
which displays the iconic image of the club, the name
of the club, where the club hails from, and the
coveted mc which stands for motorcycle club.
Dance (stooge stomping)
There is always some muddle headed stooge that
pisses of the biker pack and gets tossed down on the
ground and stomped to death. The bikers like to
practice their stomping by trouncing on effigies with
their heavy biker boots. They call this deadly practice
stomping the stooge and it is an invigorating dance.
If the biker participates in the dancing as part of a
dance R&P the biker will receive the restorative
benefits at the conclusion of the performance.
Attire (carnie)
Carnies wear their carnival costumes and to them its
very important that the costume fit the performance.
Most carnies stay within the traditional costuming
established centuries before society collapsed.
Clowns will have white faces, red noses and often
wear big shoes. Magicians often wear worn tuxedos
and wire acts wear glitter and sequins. The
ringmaster wears a coat with buttons and shirts with
lace. This connection between their costume and the
past is very important to the carnie who sees
themselves as carrying on a glorious tradition of
showmanship.
Carnie
Traveling carnivals have become very popular since
the collapse of civilization. In a world where danger
forces people to travel in groups it was only natural
that the road shows would become popular once
more. The carnival travels in a caravan of brightly
painted circus vehicles. They stop on the edges of a
community and set up their show in a nearby field,
where people in the community come to watch.
A "carnie" is anyone who travels with the carnival. A
carnie will own or work in a concession which is
simply one of the acts, booths, food stands, games, or
rides that are part of the carnival. It is common for a
Chant (barking)
Location (concession)
A concession is any kind of carnival show tent,
enclosed game of skill, or pavilion housing a carnival
act. Most concessions have painted signs used for
advertising. They often serve as a living quarters as
well as workplace.
Attire (crusader)
Crusader clothing is influenced by the history books
showing the middle ages and the fantasy novels of
the twentieth century. Most crusaders wear tunics
belted at the waist and pants. They like to emulate the
armor of medieval knights, but the armor is always
dull and rust covered like everything else in the
apocalyptic world.
Crusaders
Crusaders seek to make the world a better place.
They are men and women of honor who value truth,
justice, morality, and love. They seek to inspire all
people to embrace a better world through noble
action and sacrifice.
Defector
Domers defect from their domes for many reasons.
Some have purposely escaped, others may have been
banished from the dome for one reason or the other,
but almost every domer remembers the good times
and the enjoyable aspects of their former domes life.
All dome defectors try to reproduce their favorite
aspects of the dome living.
Gangster
Gangsters usually wear lots of leather and denim with
zippers and chains. The gangster culture has a strong
musical element. Heavy metal, punk and rapping
developed in the twentieth century and during the
twenty-first century these music styles gained
widespread acceptance as classical forms of
entertainment. After the collapse the gangster
lifestyle appropriated this rebellious music and
combined rapping, elements of punk music and
heavy metal into their own unique counter culture.
Spirit (rave)
A rave is a wild party. Its a crazy display in which
one lets themselves go with the beat. The recipients
of this R&P spend the performance participating in
general rambunctiousness and gain a bonus to their
spirit quest.
Hippie
The Hippie lifestyle has a direct connection to the old
world. These are people who live for peace and free
love. All members of the hippie movement, as it is
called, wear tie-dye clothing and adorned themselves
with the peace symbols. They preach peace and the
expansion of intellectual understanding.
Weapon (bola)
The bola is a specialized tangling weapon. Hippies
use bolas because they dont like to hurt people. They
can throw the bola and then run away as the target
untangles from the weapon.
Attire (hippie)
Hippies wear tie-dye clothing and jeans often with
peace symbols drawn with ink or colored magic
markers on the fabric. Flowers and beads are other
popular adornments
Homesteader
Attire (homesteader)
Homesteaders wear home spun clothing consisting of
blue jeans, western style shirts and cowboy boots and
cowboy hats.
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Spirit (hoedown)
The homesteader hoedown has many forms, but its
generally a kind of dance that places the dancers in
lines and squares and requires movements
synchronized with the music of guitars, fiddles and
sometimes drums. Recipients who participate in a
R&P hoedown will have their spiritquest bolstered.
Attire (iconoclad)
Iconoclads wear the iconic clothing of the old world.
Almost everything they wear will have some
connection to old world imagery, fad fashion or
brand-name advertising. Sports team paraphernalia,
designer jeans, Mickey Mouse or Donald Duck
hoody, Bugs Bunny shirt, band t-shirts, WaWa
jackets and so forth. The important thing is that the
iconoclads has a story connecting each article of
clothing to an iconic image of the old world.
Location (museum)
The iconoclad to establish their own museum of old
world artifacts. Mobile museums are housed in tents
or pavilions.
Iconoclad
Iconoclads surround themselves with icons of the old
world. They embrace images and activities that
existed before the collapse of civilization. Using
shovels they shift through the ashes trying to preserve
as much of pop culture as possible.
Iconclads collect things like coke bottles, figures
from McDonalds happy meals, character lunch
boxes, Barbie dolls, autographs of pop stars, posters
of movies, trophies, and so forth.
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Attire (marauder)
Marauders wear grease stained clothing with patches
with symbols used to identify their convoy group
usually placed on the shoulders. They usually wear
tool belts or tool pouches or carry tool boxes.
Marauder jewelry is usually practical things like
necklaces of difference size nuts, anklets of bolts
wired together or the spark plug pendent. Many
marauders wear heavy armor made of thick leather
reinforced with large washers.
Weapon (shovel)
The iconoclad spends much time digging in the earth
searching for lost items. The shovel is a cutting II
weapon.
Marauder
Marauders are heavily armed travelers who travel in
armored vehicles. The vehicles have been shielded to
protect against storms and are used as homes and
defensive positions. Most vehicles are run by electric
motors powered by Solnet arrays, but some run on
alcohol or even old-world gasoline.
Spirit (racing)
Marauders like to go fast and contests of speed
interest them greatly. Whether its a road race, a foot
race or a race to see who can assemble the engine the
fastest every marauder loves a friendly challenge.
The recipients of this R&P spend the performance
time competing in a friendly race will gain the
benefits to their spirit quest.
Talisman (sparkplug)
The sparkplug is highly coveted machine part
especially as Solnet panels are broken or decline and
more vehicles are being converted to burn alcohol, oil
mixtures or gasoline.
Weapon (wrench)
The wrench is a crushing I weapon. The marauders
use their wrenches to fix their vehicles and perform
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Mercenary
Talisman (contract)
Nothing is more sacred to the mercenary that the
written contract. Every mercenary wants a written
contract that specifies every detail of the employ
including operation times and limits on force to be
used. The contract for a mercenaries favorite, best
paying, current, or otherwise memorable job can be
used as a talisman by the mercenary.
Weapon (machete)
The machete is a cutting I weapon. The machete was
the iconic weapon of the twentieth and early twentyfirst century mercenaries fighting for the volatile
governments of Asia, Africa and South America.
These areas had a lot of vegetation and the mercs
were always trudging through the bush on the most
dangerous missions.
Militant
Militants are the professional soldiers of the
apocalyptic world. They are highly trained with a
clear command structure. Many militants live under
the influence of a warlord or petty dictator, but others
live under a military commander with a sense of
justice and right who uses his soldiers to keep the
peace.
Attire (mercenary)
Mercenaries wear a mixture of military and civilian
clothing. Their mismatched uniforms are often dirty
and tattered and covered with personal insignia and
trophies of previous kills. These are the kind of
people that make necklaces out of ears and collect
fingers, but theyre also the kind of people that a
person can trust with their life.
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Mystic
Attire (militant)
Militants wear clean well-kept military uniforms with
the symbols of their unit clearly visible to an
observer.
Location (enclave)
A militants enclave is a fortified military strong hold
with the symbols of the unit proudly displayed.
Regain feat (after action review)
An indication of a professional soldier is the ability
of the soldiers to sit down and review the parts of a
combat action, noting the units successes and
failures in the engagement. When this review occurs
in a mana imbued area those participating will regain
of feats.
Attire (mystic)
Mystics wear solid, bright colored, flowing robes or
skirts with arcane symbols. They take their imagery
from the fantasy novels of the twentieth century in
which many of the magic-using characters wore
flowing robes.
Location (mage home)
Mystics like to live in stone cottages or small towers
both taken right out of fantasy literature. They will
often include a ring of standing stones around the
home that are used for rituals and also as defensive
barriers. When traveling the mystic prefers to live in
a pavilion tent covered with arcane symbols. Since
mystics dislike technology all of the items present in
their homes will be pre-industrial revolution.
Talisman (medal)
Medals are very important to militants as they are
given as a reward for courage, honor and excellence.
Weapon (bayonet)
The bayonet is a cutting I weapon that is meat to
attach to the end of a rifle. Most soldiers use their
bayonet as a fighting knife.
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Song (mythologies)
Mystic keep oral histories and much of their learning
is remembered in song. If the mystic sings about past
mythologies as part of a song R&P the mystic will
receive the restorative benefits at the conclusion of
the performance.
Attire (patriot)
Patriots wear clothing that displays the national flag,
colors and insignia. Patriot soldiers must wear
authentic uniforms of their nation that are from a
recognizable era in the nations history and proudly
displays their nations flag and other identifying
characteristics. For example, American patriots
commonly wear uniforms from World War II,
Vietnam police action, and Middle Eastern conflicts.
Patriot
Patriots believe in the nationalistic dreams of the old
world. American Patriots seek to restore the United
States as the regional government of North America.
They are well-organized and well-armed. Their
political group is called a congress and every ablebodied patriot is part of the local patriot militia which
defends the community. American patriots see
themselves as heroes who want to restore the best
aspects of the democratic form of government that
existed before the Apocalypse.
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Prostitute
Location (brothel)
A prostitute needs a special place where she or he can
be alone with their costumer. This place was
traditionally called a brothel and its both a place of
business and a residence for the prostitutes.
Talisman (whistle)
Almost every prostitute carries a whistle which they
blow if one of their costumers gives them trouble.
The screech of the prostitutes whistle will usually
bring people running to help the prostitute in need.
Weapon (bottle)
The bottle is a crushing I weapon in the form of a
wine, champaign or other drink bottle.
Purist
Attire (prostitute)
Prostitutes wear flattering, provocative, or sexy
clothing.
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Attire (purist)
Purists wear hospital scrubs, latex gloves and surgical
masks
Dance (disinfection)
Disinfecting is a long process of wiping down outer
clothing and cleaning equipment. Purists like to listen
to music and will clean along to the music. A purist
who disinfects their body as part of the dance R&P
will receive the restorative effects at the end of the
performance.
Regain Feat (purity pontification)
A purist believes in purity of the body and the
environment and will take every opportunity to speak
on the wisdoms of clean living. If the people
participate in the discussion when in a mana flows
are present in the location all those discussers will
regain feats.
Location (workshop)
The redeemer seeks to establish their workshop
where they can repair old world tech. These
workshops are full of computers and electronic repair
equipment. Mobile workshops are housed in tents or
pavilions.
Redeemer
Redeemers are searching the world for items of the
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Refugee
Refugees are marked by their worn patched clothing
and have a haunted look in their eyes. They are just
looking for a place to settle and hoping that someone
will take them in.
Talisman (map)
Refugees have a lot of maps, but the map thats going
to lead them to the home they seek can be made into
a power protective talisman.
Weapon (slingshot)
The slingshot used by refugees is a bow I weapon.
Slave
They are recognized by their worn and tattered prewar clothing. They always have bags of stuff. Dirty
shirts and pants, are the mark of the refugee.
Attire (refugee)
Refugees wear tattered and dirty clothing with their
possessions in sacks or carts.
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Attire (slaver)
Slavers generally dress affluently, setting themselves
apart from the rabble of the world. Even though the
world has gone to hell, slavers maintain the look of
an aristocrat. Slavers wear fine coats with tails, dress
shirts and ascots. Their shoes are always polished.
Slaver
Slaver societies have developed throughout the postapocalyptic world. Most people in the postapocalyptic world see slaves as extra mouths to feed,
but the slaver mentality sees slaves as a way to
produce food and rebuild society.
Talisman (key)
The slaver holds the key to the cuffs and collars of
their slaves.
Weapon (whip)
The slaver learns to use a whip.
Trader
The trader lifestyle is reminiscent of the traveling
salesmen of the old world. Traders generally dress
like the traveling salesmen of yesteryear wearing
tattered business suits with ties.
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Attire (zealot)
Zealots wear matching clean, solid color dress shirts
and slacks.
Song (hymnal)
Religious songs are common among the zealots.
When a zealot sings as part of a song R&P he or she
will receive the restorative benefits.
Talisman (ledger)
A traders ledger is an accounting of their
transactions. Ledgers are usually small hard covered
books that will fit into the traders pocket.
Weapon (revolver)
Every trader likes to keep a handgun under their
counter. The iconic weapon of the trader is the five,
or six shot revolver.
Zealot
A zealot is motivated by a religious zeal. They live in
communities where everyone worships together or
travel in large congregations of pilgrims. The daily
life of a zealot is governed by religious practices and
observances. Many of the religions of Apocalypse
Earth have evolved from practices of the old world.
Zealots of one group tend to dress alike and always
wear the symbol of their faith.
Zealots group together in congregations, where one
or two of its members are the religious leaders and
the others perform other occupations necessary for
the survival of the congregation.
Zealots almost always come to a rendezvous to
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